//
//  Shader.fsh
//  Renderbunny
//
//  Created by Holmes Futrell on 1/20/11.
//  Copyright 2011 Holmes Futrell. All rights reserved.
//

#ifdef GL_FRAGMENT_PRECISION_HIGH
	precision highp float;
#else
	precision mediump float;
#endif

uniform lowp sampler2D sampler;
uniform lowp vec4 alpha;

varying vec2 uv;

void main()
{
   gl_FragColor = texture2D(sampler, uv) * alpha;
}